Stop using hacked up solutions for mouse cursors and start using real .cur or .ani cursors
Updated June-13-2008 3:20 AM
STUDIO VERSION: https://drive.google...eHdjWUVjUFE3R3M(animated cursors dont work in studio though)
The dll allows to load up a .cur or .ani file and set the mouse pointer to a nice cursor that WILL NOT get fudge up by GM.
I also added mouse clip region (sorry daniel).
Along with GM's standard mouse functions, this takes care of all of the mouse features used in windows.
The merge file has the dll functions definition, and 2 useful helper objects for controlling the mouse.
Included are helper scripts to make it all easier on you. Some scripts depend on the included helper object MouseCursorObj
MouseCursorObj is a persistent object in charge of changing the mouse and loading/holding the cursors.
ClipGameCursorObj is a non persistent object that clips the mouse to the game region.
Itâ€™s simple to use. Just drop MouseCursorObj in your first room, add your code to load the cursors in the game start event and free in the game end event and start using real cursors.
â€¦to change the cursorâ€¦
The demo does this in a hidden way because I change the cursor when you hover over the button and then change the cursor when you click itâ€¦ And it becomes active when you hover out of the button. Itâ€™s never gonna be that complicated for you guys.
You are going to need a 3rd party cursor editor software. The system does not load any image.
BTW if you don't want to use the DLL for cursors, the GM code to use and scale an image for a cursor when using a scaled view (view 0 in the case) is as follows
x = mouse_x;
y = mouse_y;
image_xscale = view_wview/view_wport
image_yscale = view_hview/view_hport
Edited by icuurd12b42, 23 July 2015 - 10:24 AM.